Image generation apparatus, image generation method, game machine using the method, and medium

ABSTRACT

In a conventional shooting game machine, it lacked the versatility and appeal of a screen due to the movements of the viewpoint and enemies on the screen being uniform. 
     The present invention comprises an image generating means, which selects one from a plurality of enemies moving within the game space and generates images of this enemy captured from a viewpoint within an imaginary three-dimensional space, an image generating means which implements the processing of attacking the enemies according to the operation of a gun unit, and a viewpoint moving processing means which, together with making said viewpoint follow the enemy, detects the situation of said enemy and implements the controlling of the viewpoint movement.

FIELD OF THE INVENTION

The present invention relates to an image generating device, a medium, agame machine and an image generating method, and more particularly, itrelates to an image generating device, a medium, a game machine and animage generating method relating to computer graphics.

BACKGROUND ART

With the progress of computer graphics technology in recent years, gamedevices and simulation devices have come into wide, general use. Amongthe game devices, the popularity of gun shooting games, wherein targets(enemies) are shot down, remains strong. Generally, this game devicecomprises a gun unit, CPU for graphics processing, a monitor, etc., andimplements the processing of shooting down the enemies on the monitoraccording to the signal from the gun unit operated by the player.

As a typical example of a conventional gun shooting game, there is“Virtual Cop” (trademark) manufactured by SEGA ENTERPRISES, LTD. Theobject of this game is to compete for scores by shooting down theenemies which appear in the imaginary three-dimensional space on thedisplay using a gun unit. In this game, the enemies appear on thedisplay in a predetermined position and in a predetermined timing,whereby the player operates the gun unit with these enemies being thetarget. That is, the player shoots down the enemies which are indicatedeach time in a predetermined position and timing on the display.Further, when the player aims the gun unit toward an enemy, theviewpoint on the display approaches the enemy, thus, the enemy islargely indicated on the display.

Of the other conventional gun shooting games, there is one in which theenemies move on the screen according to the attacks made by the player.In this game, when the player attacks an enemy, a prescribed movingroute is selected at the branch point of the predetermined moving route,and the enemy moves according to this selected moving route. Similar tothe enemy movements, the viewpoint also moves in predetermineddirections.

However, the above conventional image generating devices held theproblems indicated below.

Foremost, since the movement of the viewpoint was uniform, the changeson the screen were limited. The two types of games mentioned above wereboth of which the viewpoint-moved in predetermined directions.Therefore, if the player repeatedly played the game, a similar screenwould be repeatedly indicated each time, thus, making the changes in thegame a limited one.

Secondly, it was difficult to capture the enemies, etc., from a positionof an optimum viewpoint. In conventional image generating devices, theviewpoint moved uniformly against the enemies from a predetermineddirection. Therefore, it was not possible to move the viewpoint to anoptimum position against the enemies according to the changes of theenemies, thus, making it difficult to indicate an appealing screendesired by the player.

Thirdly, due to the movement of the enemies being uniform, a dull gamedevelopment was being repeated. As mentioned above, in the conventionalgame devices of gun shooting, the enemies made predetermined movementsand could not help but make the game development a dull one.

The present invention was made in consideration of the problemsmentioned above, and a first object of the present invention is toprovide an image generating device and an image generating methodcapable of actualizing a screen with changes by implementing variousviewpoint movements.

A second object of the present invention is to provide an imagegenerating device and an image generating method capable of indicatingan appealing screen by implementing an optimum viewpoint movementaccording to the game development.

A third object of the present invention is to provide an imagegenerating device and an image generating method capable of actualizinga game development with abundant changes by giving variety to themovement of the enemies.

DISCLOSURE OF THE INVENTION

The image generating device according to the present invention is animage generating device which generates images of moving objects withinthe imaginary three-dimensional space captured from the viewpoint withinthe imaginary three-dimensional space, and comprises a viewpoint movingprocessing means which together with having the viewpoint follow themoving objects, detects the situations of the moving objects andcontrols the movement of the viewpoint.

In the image generating device according to the present invention, theabove viewpoint moving processing means calculates the accelerationspeed of the viewpoint, and moves the viewpoint in a range wherein theacceleration speed does not exceed a prescribed value.

In the image generating device according to the present invention, theabove viewpoint moving processing means changes the position of theviewpoint if the viewpoint is positioned on the same coordinates inexcess of a prescribed time.

In the image generating device according to the present invention, theabove viewpoint moving processing means moves the viewpoint in thevicinity of the imaginary spherical surface with the moving object inthe center.

In the image generating device according to the present invention, theabove viewpoint moving processing means decreases the radius of thespherical surface together with the decrease in the number of movingobjects.

The medium according to the present invention stores the program whichfunctions a computer as the viewpoint moving processing means.

A medium includes, for example, a floppy disk, hard disk, magnetic tape,photomagnetic disk, CD-ROM, DVD, ROM cartridge, RAM memory cartridgewith battery back-up, flash memory cartridge, fixed RAM cartridge, etc.Further, it includes telecommunication mediums such telephone circuits,etc., which are wire communication mediums, and microwave circuits,etc., which are radio communication mediums. The internet is alsoincluded in the telecommunication medium stated herein. A medium hasinformation (mainly digital data or programs) stored therein by somephysical means, and is capable of implementing the prescribed functionsin a processing device such as a computer, exclusive processor, etc.That is, any means which downloads the program onto a computer andexecutes the prescribed functions is fine.

The image generating device according to the present invention comprisesa target deciding means which selects one from the plurality of movingobjects based on predetermined standards and targets this moving objectagainst the viewpoint.

In the image generating device according to the present invention, theabove target deciding means targets the moving object which was attackedwithin the plurality of moving objects against the viewpoint.

In the image generating device according to the present invention, theabove target deciding means targets the moving object nearest to theimpact area within the plurality of moving objects against theviewpoint.

In the image generating device according to the present invention, theabove target deciding means moves the target against the viewpoint to amoving object among another moving object group if the number of movingobjects in the moving object group composed of a plurality of movingobjects becomes less than the prescribed value.

The medium according to the present invention stores the program whichfunctions a computer as the above target deciding means.

The image generating device according to the present invention indicatesthe moving objects according to the situations of such moving objects inthe imaginary three-dimensional space.

In the image generating device according to the present invention, theabove moving object controlling means withdraws the moving object awayfrom the impact area if the point of impact is within the area of theprescribed range from the moving object.

In the image generating device according to the present invention, theabove moving object controlling means moves the other moving objectstoward a moving object attacking against the viewpoint.

The medium according to the present invention stores the program whichfunctions a computer as the above moving object controlling means.

The game machine according to the present invention comprises anindicator, an operating section, and an image generating device whichgenerates images of moving objects moving within the imaginarythree-dimensional space captured from the viewpoint within the imaginarythree-dimensional space, wherein such image generating device which isone of the aforementioned devices, generates images based on the outputsignal of the operating section, and indicates the generated images onthe indicator.

The game machine according to the present invention comprises anindicator, an operating section, and an image generating device whichgenerates images of moving objects moving within the imaginarythree-dimensional space captured from the viewpoint within the imaginarythree-dimensional space, wherein such operating section is a shootingmeans, and wherein such image generating device generates images basedon the output signal of the operating section, indicates the generatedimages of such indicators, and indicates the airframe shot by theoperation of the shooting means as well as the plurality of movingobjects, and further, moves the viewpoint so that a moving objectselected within the plurality of the moving objects based onpredetermined standards is positioned near the center of the screen.

In the game machine according to the present invention, the above imagegenerating device moves the viewpoint so that the moving object which isthe subject of an attack is positioned near the center of the screen,

In the game machine according to the present invention, the above imagegenerating device moves the viewpoint so that the moving object near theindicated impact among the plurality of moving objects indicated on thescreen is positioned near the center of the screen.

In the game machine according to the present invention, the above imagegenerating device moves the viewpoint to another moving object if theairframe hits the moving object target.

In the game machine according to the present invention, the above imagegenerating device moves each of the plurality of moving objects awayfrom the impact area if the impact of the airframe is between theplurality of moving objects.

In the game machine according to the present invention, the above imagegenerating device makes the moving object detour the obstacle if anobstacle exists along the moving path of the moving object.

In the game machine according to the present invention, the above imagegenerating device generates a screen so that the other moving objectssupport the moving object being attacked within the plurality of movingobjects.

In the game machine according to the present invention, the above imagegenerating device generates a screen so that if the moving object beingattacked within the plurality of moving objects is damaged, the movingobject evacuates.

The image generating method according to the present invention comprisesa following step, which makes the viewpoint follow the moving objectmoving within the imaginary three-dimensional space, an attacking step,which implements the processing of attacking such moving objectaccording to the operations from the operating device, and an indicatingstep, which generates images of moving objects moving within theimaginary three-dimensional space captured from the viewpoint within theimaginary three-dimensional space.

The medium according to the present invention stores the program whichmakes a computer execute the following step, the attacking step, and theindicating step.

The image generating method according to the present invention comprisesa following step which selects one from the plurality of moving objectsmoving within the three-dimensional space and makes the viewpoint followthe moving object, a movement controlling step which detects thesituations of the moving objects and controls the movement of theviewpoint, and an indicating step which generates images of the movingobjects moving within the three-dimensional space captured from theviewpoint within the imaginary three-dimensional space.

The medium according to the present invention stores the program whichmakes a computer exedute the following step, the movement controllingstep, and the indicating step.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exterior view of the image generating device of the presentembodiment;

FIG. 2 is a block diagram of the image generating device of the presentembodiment;

FIG. 3 is a conceptional diagram of the game space of the presentembodiment;

FIG. 4 is a diagram showing an example of the game screen of the presentembodiment;

FIG. 5 is the main routine indicating the working of the imagegenerating device of the present embodiment;

FIG. 6 is a flowchart indicating the target deciding processing of theimage generating device of the present embodiment;

FIG. 7 is a flowchart indicating the viewpoint moving processing of theimage generating device of the present embodiment;

FIG. 8 is a flowchart indicating the enemy controlling processing of theimage generating device of the present embodiment;

FIG. 9 is a diagram explaining the target deciding processing of theimage generating device of the present embodiment;

FIG. 10 is a diagram explaining the viewpoint moving processing of theimage generating device of the present embodiment;

FIG. 11 is a diagram explaining the viewpoint moving processing of theimage generating device of the present embodiment;

FIG. 12 is a diagram explaining the viewpoint moving processing of theimage generating device of the present embodiment;

FIG. 13 is a diagram explaining the viewpoint moving processing of theimage generating device of the present embodiment;

FIG. 14 is a diagram explaining the enemy movement controllingprocessing of the image generating device of the present embodiment.

BEST MODE FOR CARRYING OUT THE INVENTION

Below, the embodiment of the present invention is explained by referringto the drawings.

Structure

FIG. 1 shows the exterior of this image generating device. In thisdrawing, numeral 1 indicates the main game device. This main game device1 has a box-like shape, and is provided with display 1 a on the frontsurface. Speaker installation holes (omitted from drawing) are providedon the side of display 1 a, and speaker 14 is installed in the interiorof these holes.

Operating panel 2 is provided on the front surface below display 1 a,and gun unit 11 is provided on this operating panel. Gun unit 11possesses a trigger, and this gun unit 11 is operated by the player.

Inside main game device 1, a game processing board is provided. Display1 a, gun unit 11 of operating panel 2, and the speaker are connected togame processing board 10. Accordingly, the player may enjoy the gunshooting game by using display 1 a and gun unit 11 on operating panel 2.

FIG. 2 is a block diagram of the image generating device of the presentembodiment. This game device comprises an outline, display 1 a, gun unit11, game processing board 10, and speaker 14.

Game processing board 10 possesses counter 100, CPU (central processingunit) 101, ROM 102, RAM 102, RAM 103, sound device 104, input/outputinterface 106, scroll data computing device 107, co-processor (auxiliaryprocessing unit) 108, landform data ROM 109, geometrizer 110, shape dataROM 111, drawing device 112, texture data ROM 113, texture map RAM 114,frame buffer 115, image synthesizing device 116, and D/A converter 117.

CPU 101 is connected via bus line to ROM 102, wherein prescribedprograms and image processing programs are stored, RAM 103, which storesdata, sound device 104, input/output interface 106, scroll datacomputing device 107, co-processor 10S, and geometrizer 110. RAM 103functions as a buffer, wherein various commands for the geometrizer(indications of objects, etc.) and data required in various computingare inputted.

Input/output interface 106 is connected to gun unit 11, and theoperating signal of the position of gun unit 11 etc. are provided to CPU101 as digital data. Sound device 104 is connected to speaker 14 viapower amplifier 105, wherein sound signals generated in sound device 104are transferred to speaker 14 after being power amplified.

CPU 101 of the present operation, based on the programs stored in RON102, reads the operating signals from operating device 11, and diagramdata from diagram data ROM 109, or, motion data from motion data ROM 111(“enemy characters, etc.”) and (three-dimensional data of “background,such as land shape, sky, various structural objects, etc.”), andimplements at least, the calculation of action calculations (simulation)as well as the calculation of special effects.

The action calculations are for simulating the movements of the enemiesin the imaginary space, and after the coordinate values in thethree-dimensional space have been decided, a conversion matrix forconverting these coordinate values to a field of view coordinate systemand shape data (polygon data) are designated to the geometrizer. Diagramdata ROM 109 is connected to co-processor 108, and consequently,predetermined diagram data are transferred to co-processor 10B (and CPU101). Co-processor 108 is devised such that it mainly undertakesfloating-point calculations. As a result, various decisions are executedby co-processor 108, and the results of these decisions are provided toCPU 101, thereby enabling the calculation load of CPU to be reduced.

Geometrizer 110 is connected to motion data ROM 111 and drawing device112. In motion data ROM 111, shape data consisting of a plurality ofpolygons (three-dimensional data of characters, landform, background,etc., comprised of each vertex thereof) are stored in advance, and theseshape data are transferred to geometrizer 110. Geometrizer 110implements perspective conversion of the specified shape data using theconversion matrix supplied by CPU 101, thereby receiving data convertedfrom a coordinate system in the imaginary three-dimensional space to afield of view coordinate system. Drawing device 112 applies texture tothe converted field of view coordinate system shape data, and outputs itto frame buffer 115. To conduct this texture application, drawing device112 is connected to texture data ROM 113 and texture map RAM 114, aswell as being connected to frame buffer 115. Incidentally, polygon datarefers to data groups for the relative or absolute coordinates of eachvertex in a polygon (multi-sided shape: mainly, three- or four-sidedshapes) consisting of a group of plurality of vertices Diagram data ROM109 stores relatively broad polygon data settings which are sufficientfor executing the prescribed functions. Contrarily, motion data ROM 111stores more precise polygon data settings relating to shapesconstituting screens such as enemies and background.

Scroll data computing device 107 is for computing scroll screen data,such as text (stored in ROM 102), and this computing device 107 andframe buffer 115 arrive at display 1 a via image synthesizing device 116and D/A converter 117. Thereby, polygon screens (simulation results) ofenemies, landform (background), etc., temporarily stored in frame buffer115 and scroll screens for the required text information are synthesizedin a designated priority to create the final game image. This image datais converted to an analog signal by D/A converter 117 and sent todisplay 1 a, and the game image is indicated on a real time basis.

The programs and data required for CPU 101 device in FIG. 2 to operateare provided by various methods. For example, there is a method ofinserting the ROM into the prescribed circuit base, after inputtingrequired programs and data into the ROM, which is a semiconductormemory. Further, there is a method of having a floppy disk drive (FDD),which is not shown, read in the floppy diskette in which requiredprograms and data are inputted, and developing the required programs anddata on the main memory of CPU 101. In addition, there is a method ofcomprising a hard disk in which required programs and data are inputted,and developing the required programs and data on the main memory uponreading the data from this hard disk at the time of power input.Moreover, there is a method of comprising a communication means, such asa modem, and developing the required programs and data on the mainmemory via telephone circuit, ISDN circuit, optical fiber, etc. Thearticle used to provide the required programs and data in these methodsis called a medium.

A medium, for example, includes a floppy disk, hard disk, magnetic taperphotomagnetic disk, CD-ROM, DVD, ROM cartridge, RAM memory cartridgewith battery back-up, flash memory cartridge, fixed RAM cartridge, etc.Also included are telecommunication mediums such as telephone circuits,etc., which are wire communication mediums, and microwave circuits,etc., which are radio communication mediums. The internet is alsoincluded in the telecommunication medium stated herein.

A medium has information (mainly digital data or programs) storedtherein by some physical means, and is capable of implementing theprescribed functions in a processing device such as a computer,exclusive processor, etc. That is, any means which downloads the programonto a computer and executes the prescribed functions is fine.

FIG. 3 is a conceptional view of the game space of the presentembodiment. This game space is an imaginary three-dimensional space,which includes images of enemy (moving object) 3 a, obstacle 3 b,viewpoint 3 c, bullet 3 d, etc. Enemy 3 a is the target, which dodgesbullets fired from the viewpoint, moves autonomously, and begins toattack toward the viewpoint. Further, there are a plurality of enemy 3 aexisting within the game space. Obstacle 3 b, for example, is astructural object such as containers and buildings, and is provided togive variation to the game. Enemy 3 a and viewpoint 3 c are able to movewithin the game space without colliding to this obstacle 3 b.

Viewpoint 3 c is the viewpoint of the player, and is provided on theaircraft body of helicopters, etc. That is, the game space seen from theviewpoint is indicated on display 3 a, and the player may indulge in thefeeling of, as though, looking down at the game space from a helicopter.Since this viewpoint flies (moves) within the game space while followingthe enemy, the enemy is continuously indicated on the display with anoptimum composition. Further, symbol 3 d of the same diagram indicatesthe bullet fired from the viewpoint. By the player pulling the triggerof gun unit 11, bullet 3 d is fired toward the enemy.

FIG. 4 shows an example of a game screen of the present embodiment. Thisgame screen indicates a game space seen from the view point, and isactually indicated on the display. Elevation 3 e is displayed in thegame screen, and the position of elevation 3 e in the game screen ismoved by the player changing the direction of gun unit 11. If elevation3 e overlaps with enemy 3 a and the trigger is pulled, the bullet isfired toward enemy 3 a.

Working

Main Processing

Next, the working of the image generating device in the presentembodiment is explained. FIG. 5 indicates the main routine of imagegenerating in the present embodiment.

This main routine is repeatedly executed every one field ({fraction(1/60)} sec.). In this main routine, CPU 101 decides the enemy to becomethe target of the viewpoint among the plurality of enemies (step S1). Inthe early stages of the game, the target is established against apredetermined enemy, and a game space with this enemy in the center isindicated on the display. However, together with the development of thegame, the target gradually moves to a another enemy.

CPU 101 moves the viewpoint (step S2) toward the target decided in stepS1. When the enemy escapes from the viewpoint (helicopter), theviewpoint follows this enemy. To make the composition of the enemy onthe display an optimum one, the viewpoint moves to an optimum positionagainst the enemy. For example, by moving the viewpoint so that thedistance between the enemy and the viewpoint is nearly standardized, thesize of the enemy in the game screen will be nearly standardized.

In step S3, CPU 101 executes various game processing. That is, togetherwith deciding the screen of the game space seen from the coordinates ofthe viewpoint decided in step S2, CPU 101 detects the situation of thetrigger of gun unit 11 and the position sensor. Further, CPU 101 movesthe elevation on the display, and implements the decision of collisionof the bullet and the enemy, or the obstacle, etc.

In step S4, CPU 101 decides the movement of each enemy according to thebullet fired by the player, according to the situation of the game, etc.For example, if a bullet lands near the enemy, that enemy is moved in adirection away from the impact area. Thereafter, CPU 101 returns to stepS1, and repeatedly executes the processing of steps S1 to S4.

Next, the above target deciding processing (step S1), viewpoint movingprocessing (step S2), and enemy controlling processing (step S4) areexplained in detail.

Target Deciding Processing

FIG. 6 is a flowchart indicating above target deciding processing (stepS1). Target deciding processing is implemented by calculating thepriority ranking of each enemy and deciding the enemy with the highestpriority ranking as the target. The following explanation is asimplified explanation of this processing. As stated above, in the earlystages, the target is established to a predetermined enemy. For example,the attacked enemy is selected. In the flowchart of the same diagram,CPU 101 judges whether or not the bullet has hit the enemy (step S101),and if the result is YES, it further judges whether or not the targetenemy has disappeared (step S102). If the imaginary life power of theenemy becomes zero and the target enemy disappears (YES in step S102),CPU 101 establishes the target to the enemy nearest to the enemy whichdisappeared. Contrarily, if the bullet did hit but the enemy has notdisappeared (NO in step S102), the target is established to the enemywhich was hit by the bullet (step S104).

Further, if the bullet does not hit the enemy (NO in step S101) butlands near the enemy (YES in step S105), the target is established tothe enemy nearest to the impact area. However, if the distance betweenthe target enemy and the impact area exceeds the predetermined value,the target enemy does not change. Therefore, if the impact area is agreat distance from the target enemy, the unnaturalness of the targetmoving to an enemy nearest to the impact area may be avoided.

Moreover, in step S107, if there is only one enemy left within thegroup, CPU 101 transfers the target to an enemy in another group (stepS108). When the above processing is complete, CPU 101 returns to themain routine (FIG. 5).

The above target deciding processing is explained by presenting specificexamples. In FIG. 9(A), enemy 20 a and 20 b exist within the game space,and let it be presumed that enemy 20 a is established as the target ofviewpoint. Here, if the player does not fire the bullet, the target isnot changed, and the target remains established on enemy 20 a.Therefore, a game screen with enemy 20 a as the target of viewpoint isindicated on the display ((B) of same Fig.).

However, if the bullet fired by the player hits enemy 20 b ((C) of sameFig.), the target of viewpoint moves from enemy 20 a to enemy 20 b, anda game screen with enemy 20 b as the target of viewpoint is indicated onthe display ((D) of same Fig.). Thus, because the target of viewpointautomatically moves to the enemy the player is trying to battle, thegame screen desired by the player may be provided.

Further, as a method for changing the target, the target may beestablished by raising the priority ranking of the enemy which is tryingto attack the player. In addition, the priority ranking of the enemywith the highest attacking ability, the enemy which overlapped with theelevation, the enemy which is positioned nearest to the elevation, theenemy which is established as the “Boss” in advance, etc., may beraised. Moreover, as a general rule, by not changing the target untilthe target enemy disappears, and as an exception, if the prescribed timeis exceeded after the enemy becomes the target, the target may bechanged.

Viewpoint Moving Processing

Next, above viewpoint moving processing (step S2 of FIG. 5) is explainedby referring to FIG. 7, and FIG. 10 to FIG. 13. Foremost, the outline ofviewpoint moving processing is explained using FIG. 10 and FIG. 11. Asshown in FIG. 10, viewpoint 21 b moves in a position distance D awayfrom target enemy 21 a. Further, in order for the game screen to havevariation, viewpoint 21 b continuously moves in the game space whilemaintaining distance D from enemy 21 a. Therefore, the processing of theviewpoint so that it moves along the hemisphere of radius D with targetenemy 21 a in the center is implemented. Moreover, as shown in FIG. 11,when target enemy 21 a moves, viewpoint 21 b also follows enemy 21 a.Therefore, target enemy 21 a is continuously indicated on the display inan optimum composition.

Following, details of above viewpoint moving processing is explained byreferring to the subroutine of FIG. 7. In this flowchart, foremost, CPU101 calculates the coordinates (x, y, z) of the present viewpoint (stepS201) and calculates distance d from the target enemy to the viewpoint(step S202). If the absolute value of the difference between thisdistance d and predetermined distance D subsides within α, in otherwords, if the value of distance d approximates to distance D (YES instep S203), step S204 is executed.

In step S204, CPU 101 judges whether or not timer t has exceeded thepredetermined timer closing value T. In other words, if t, which is thetime of the viewpoint existing in a position distance D from the enemy,exceeds prescribed time T (YES in step S204), distance D or coordinate yin the direction of the viewpoint height will be changed (step S205).Thereby, the viewpoint will not exist in the same position exceeding theprescribed time, enabling a game screen with variations.

Next, CPU 101 judges whether or not the number of enemies have beenchanged (step S206), and if the result of the judgment is YES, itchanges distance D. For example, if a fairly large number of enemies areto be indicated on the screen, it is necessary to indicate all of theseenemies on the display, including the target enemy. Therefore, distanceD between the viewpoint and the target being fairly long is favorable.However, if the number of enemies decrease and there is only one enemyleft to be the target, indicating the enemy largely on the display isfavorable. Accordingly, in this case, distance D is established short a

Following, in step 8208, CPU 101 judges whether or not there are anyobstacles in the proceeding direction of the viewpoint. If the result ofthe judgment is YES, CPU 101 changes distance D, viewpoint height y,etc., and avoids the viewpoint from colliding with the obstacles (stepS209).

Thereafter, CPU 101 calculates the acceleration speed of the viewpoint(step S210), and calculates the moving amount (xd, yd, zd) of theviewpoint based on this acceleration speed (step S210). Here, the movingdirection of the viewpoint is decided (step S212) by suspending a suddenacceleration speed being added to the viewpoint. As a result, theviewpoint coordinates of the moving target (x+xd, y+yd, z+zd) areacquired. After the completion of the above viewpoint moving processing,CPU 101 returns to the main routine of FIG. 5.

FIG. 12 and FIG. 13 of the above viewpoint moving distance is explainedby presenting specific examples. In FIG. 12, if viewpoint 21 b ispositioned at a distance against enemy 21 a, viewpoint 21 b moves in adirection approaching against enemy 21 a. In position (A), viewpoint 21b changes the moving direction while facing the viewpoint toward enemy21 a. Here, the moving direction of viewpoint 21 b is decided to thedirection in which the acceleration speed is not sudden. In other words,the viewpoint will not move in the opposite direction to the directionof the viewpoint movement shown in this diagram, that is, the viewpointwill not suddenly proceed into a clockwise direction from the positionon the hemisphere of radius D with enemy 21 a in the center. Thereby, agame screen in which the player does not feel uncomfortable isindicated. When the distance between viewpoint 21 b and enemy 21 abecomes D, viewpoint 21 b moves on the spherical surface of radius Dwith enemy 21 a in the center (position (C)).

In addition, if viewpoint 21 b revolves with enemy 21 a in the center,the viewpoint revolves with the axis as its center (FIG. 13), and thehorizon is indicated on the game screen slanted. Thereby, the operatoris able to enjoy the feeling of as if riding on a helicopter.

Enemy Controlling Processing

Next, enemy controlling processing (step S4 of FIG. 5) is explained byreferring to FIG. 8 and FIG. 14. In the image generating device of thepresent embodiment, the movement of the enemies are not programmed inadvance, and each enemy acts autonomously according to the situation ofeach enemy in the game space.

Below, enemy controlling processing is explained by referring to thesubroutine shown in FIG. 8. CPU 101 calculates distance d g of theimpact area and each enemy individually, and judges whether or not eachdistance d g is smaller than predetermined distance D g (step S401). Inother words, if the impact is near the enemy, CPU 101 implements theprocessing of withdrawing each enemy from the impact area (step S402).

Further, if distance d g between the approaching bullet and each enemyis smaller than predetermined distance D g (YES in step S403), CPU 101withdraws each enemy from the approaching bullet (step S404). If theenemy drops its weapon within the game space (YES in step S405), CPU 101makes that enemy pick up the weapon (step S406).

Moreover, if there are any obstacles in the proceeding direction of theenemy (YES in step S 407), CPU 101 makes the enemy detour the obstacle(step S408), and if the comrade enemies are making a resistance (YES instep S409), CPU 101 makes the enemy support its comrades by moving ittoward the comrade enemies (step S410). Further, if the energy of theenemy has decreased (YES in step S410), CPU 101 implements theprocessing of that enemy escaping from the attacking side (viewpoint)(step S412). Thereafter, CPU 101 returns to the main routine of FIG. 5.

The above enemy controlling processing is explained by presentingspecific examples. In FIG. 14 (A), let it be presumed that the impactwas near enemy 22 a and 22 b. In addition, symbol 22 c of the same FIG.indicates the explosion of the impact. Thereupon, enemy 22 a and 22 bwithdraw from the impact area ((B) of same Fig.). Further, if the enemyis moving or making a counter attack, it is continuously facing theplayer side (viewpoint side). However, in such cases as the enemyfalling down, the enemy will not face the viewpoint side. In thismatter, each enemy acts autonomously while judging its own situation.Therefore, the movements of the enemies will change variously accordingto the development of the game, and the player may enjoy a game withvariations.

As explained above, with the image generating device and the imagegenerating method of the present invention, the following effects may beobtained.

Foremost, such as enemies implementing diverse viewpoint movementsaccording to the situation of the game, a game screen with plentifulchanges may be provided. In other words, the direction of viewpointmovement etc. is decided according to the situation of the game, and theviewpoint moves toward this direction etc. Therefore, because adifferent game screen is developed for each game, the player is able toenjoy a game with plentiful changes.

In addition, because the viewpoint moves (flies) on the game space whilefollowing the enemy, the player is able to enjoy the feeling of as itfollowing the enemy while riding on a helicopter.

Secondly, by continuously moving the viewpoint against the enemy to anoptimum position, it is possible to provide an appealing game screen.For example, according to the present invention, the viewpoint moves inthe vicinity of the imaginary spherical surface with the target enemy inthe center. Therefore, the enemy may be displayed in an optimumcomposition on the game screen. Further, together with the decrease inthe number of enemies, the radius of the imaginary spherical surfacedecreases. In other words, since the radius of the imaginary sphericalsurface grows larger if there are many moving objects, more movingobjects may be indicated, and since the radius grows smaller if thereare less moving objects, the moving objects as the viewpoint target maybe largely indicated.

Moreover, by adjusting the viewpoint to an enemy with high attackingpower, etc., the player may be informed as to which enemy should bepreferentially attacked.

Furthermore, by calculating the acceleration speed of the viewpoint, andby controlling the acceleration speed from becoming excessive, thedirection of viewpoint movement is decided. Thereby, the viewpoint maybe moved smoothly, and the uncomfortableness of the player may bereduced.

Thirdly, by letting the movements of the enemies have versatility, it ispossible to actualize a game development with plentiful changes. Inother words, by deciding the movements of the enemies according to thesituations which the enemies are in, within the game space, they maymove autonomously and diversely. For example, if the point of impact isnear the enemy, the enemy withdraws away from the impact area. Thus,since the enemies implement various movements autonomously due to thebullets fired from the player, etc., a diverse game may be provided foreach game.

What is claimed is:
 1. An image generating device which generates imagesof moving objects moving within an imaginary three-dimensional spacecaptured from a viewpoint within said imaginary three-dimensional space,comprising a processing means including: a viewpoint moving means forcausing said viewpoint to follow said moving objects; a generating meansfor generating at least one predetermined situation in the presence ofsaid moving objects; a detecting means for detecting said at least onepredetermined situation of said moving objects; and a control means forautomatically implementing control of the movement of said viewpoint onthe basis of the detection of the predetermined situation without inputof the user of the device.
 2. An image generating device according toclaim 1, wherein said viewpoint moving processing means calculates theacceleration speed of said viewpoint, and in a range of saidacceleration speed not exceeding a prescribed value, moves saidviewpoint.
 3. An image generating device according to claim 1, whereinsaid viewpoint moving processing means changes the position of saidviewpoint if said viewpoint is positioned on the same coordinates inexcess of a prescribed time.
 4. An image generating device according toclaim 1, wherein said viewpoint moving processing means moves saidviewpoint in the vicinity of an imaginary spherical surface with saidmoving object in the center.
 5. A medium which stores a program tofunction the computer as said viewpoint moving processing meansaccording to claim
 5. 6. An image generating device according to claim1, comprising a target deciding means which selects one from a pluralityof said moving objects based on predetermined standards, targeting thismoving object from the view point.
 7. An image generating deviceaccording to claim 6, wherein said target deciding means, within theplurality of moving objects, targets the moving object attacking theviewpoint.
 8. An image generating device according to claim 6, whereinsaid target deciding means, within the plurality of moving objects,targets the moving object nearest to the impact area from the viewpoint.9. A medium which stores a program to function a computer as said targetdeciding means according to claim
 6. 10. An image generating deviceaccording to claim 1, comprising a moving object controlling means whichindicates said moving object according to the situation of said movingobject in the imaginary three-dimensional space.
 11. An image generatingdevice according to claim 10, wherein said moving object controllingmeans moves the other moving objects toward the moving object which isattacking against the viewpoint.
 12. A medium which stores a program tofunction a computer as said moving object controlling means according toany one of claims
 10. 13. An image generating device which generatesimages of moving objects moving within an imaginary three-dimensionalspace captured from a viewpoint within said imaginary three-dimensionalspace, comprising a viewpoint moving processing means for making saidviewpoint follow said moving objects and for detecting the situation ofsaid moving objects, implementing controlling of the movement of saidviewpoint, said viewpoint moving processing means moving said viewpointin the vicinity of an imaginary spherical surface with said movingobject in the center, and said viewpoint moving processing means,together with the decrease in the number of said moving objects,decreases the radius of said imaginary spherical surface.
 14. An imagegenerating device which generates images of moving objects moving withinan imaginary three-dimensional space captured from a viewpoint withinsaid imaginary three-dimensional space, comprising a viewpoint movingprocessing means for making said viewpoint follow said moving objectsand for detecting the situation of said moving objects, implementingcontrolling of the movement of said viewpoint, and a target decidingmeans which selects one from a plurality of said moving objects based onpredetermined standards, targeting this moving object from theviewpoint, said target deciding means, if the number of moving objectsof the moving object group made from a plurality of moving objectsbecomes less than a prescribed figure, moving the target from theviewpoint to a moving object in another moving object group.
 15. Animage generating device which generates images of moving objects movingwithin an imaginary three-dimensional space captured from a viewpointwithin said imaginary three-dimensional space, comprising a viewpointmoving processing means for making said viewpoint follow said movingobjects and for detecting the situation of said moving objects,implementing control of the movement of said viewpoint, and a movingobject controlling means for indicating said moving object according tothe situation of said moving object in the imaginary three-dimensionalspace, said moving object controlling means, if the point of impact iswithin a prescribed range from said moving object, withdrawing saidmoving object from the impact area.
 16. An image generating method ofgenerating images of moving objects moving within an imaginarythree-dimensional space captured from a viewpoint within said imaginarythree-dimensional space, comprising the steps of: causing said viewpointto follow said moving objects; generating at least one predeterminedsituation in the presence of said moving objects; detecting said atleast one predetermined situation of said moving objects; automaticallyimplementing control of the movement of said viewpoint on the basis ofthe detection of the predetermined situation without input of the userof the device; and generating of said moving objects moving within theimaginary three-dimensional space from a viewpoint within the imaginarythree-dimensional space.
 17. A medium which stores a program to make acomputer execute said following step, said situation generating step,said situation detecting step, said movement controlling step and saidmoving objects generating step according to claim 16.